Creative Technology Curriculum

What would a Creative Technology programme look like? Would there be a need for graduates?

Following on Beyond Productivity I have been asking if there is a need for such arts/computing graduates. Here is a story in the Globe and Mail in the Globetechnology section. The game industry seems especially hungry for appropriate employees.

Here is my first pass at a curriculum:

Curriculum. The curriculum ideas below assume this will be a programme like Arts and Science where we let in cohorts that move together and that we have less choice than your typical BA.

1st Year:

a. Introduction to Informatics: 6 units. A course that combines an introduction to information science, history of computing, and communication studies. It would have a hands-on component around the web – creating web sites (which would also be writing and design assignements), HTML, XML, and web technologies.

b. Introduction to Programming and Computer Science: 6 units. A course that teaches the fundamentals of object oriented programming, problem solving, data types, and databases. It would synchronize with a. in that it would teach a web programming language like Ruby or Perl and PHP along with databases like MySQL.

c. Information Design and Style: 6 units. A course that teaches visual design and image manipulation. It would combine digital photography, image manipulation, web design and web usability. The aim would be to help students develop the ability to discuss visual style and to create visually effective works. Woven in would be an introduction to design theory and history along with readings around creativity.

The students would have 6 – 12 units of electives available in the first year.

2nd Year:

a. Digital Media: 6 units. An intensive course on time-dependent media – digital video and audio. Students would create (in groups) short digital video works for streaming. Woven through would be an introduction to film theory.

c. Intermediate Programming: 6 units. This course would teach client-side and server-side programming in Java. Students would create web works and extend their understanding of web services. Object oriented programming would be dealt with in depth.

d. Integrated Digital Media: 6 units. This course would teach students to create interactive multimedia works using authoring environments like Flash and/or Visual Basic. The focus would be on interactivity – simple games, educational works, and interactive art. Woven in would be interactive theory and culture readings.

The students would have 6 – 12 units of electives.

3rd Year:

a. Computer Architecture, Operating Systems, and Network Services: 6 units. A course on how computers work and operating systems. Students would be capable of setting up and fixing microcomputers and different operating systems including Linux. The history of computing would be dealt with in more depth.

b. Project Engineering: 3 units: A course on the design and management of projects.

c. Usability and Digital Communication: 3 units. A course on usability and communication design.

At this point students would choose a specialization which could be one of the following:

d.1. Computer Game Design: 6 units.
d.2. Digital Film: 6 units.
d.3. Animation and 3-D Design: 6 units
d.4. Information Systems: 6 units
d.5. Electronic Music: 6 units

Alternatively we could have an internship course or students could do an internship between 3rd and 4th year.

4th Year:

a. Thesis Project: 6 units. Working in groups or alone, students find a client, develop a proposal, and implement it.

b. Senior Seminar: 6 units. A small seminar on topics around informatics, digital arts and creativity, communication studies, or philosophy of technology.

Electives. There would be a series of electives available. Here are some ideas:

a. History of Technology
b. Philosophy of Technology
c. History of Graphic Design
d. Contemporary Art and Digital Art
e. Computational Linguistics
f. The Semantic Web
g. Advanced Electronic Music
h. Robotic Art
i. Cyborg Culture
j. Advanced programming
k. Human Computer Interaction
l. Computers and Education
m. Advanced Animation
n. Computer Graphics
o. E-Commerce
p. Database Design
q. Artificial Intelligence

4. Pedagogical Principles:

a. This programme is taught in cohorts that work extensively in different configurations of groups.

b. Every course combines theory, criticism, and creative production. Courses will include production (hands-on) components woven in with appropriate history, theory, and criticism (whether it be cultural theory, communications theory and criticism, or computer science.)

c. Students set up a portfolio that they maintain over the programme. This portfolio might be reviewed with a faculty advisor at certain points.

d. Internships. It would be nice to weave into the programme an outreach and internship programme where students volunteer to develop works for arts groups, organizations or businesses.

e. Some of these courses could be taught using a problem based methodology, especially the 6 unit courses.

f. There should be regular exhibitions of student work in public spaces.